Sorcerers are the jacks-of-all-trades when it comes to casting classes in Dungeons and Dragons. The spells that sorcerers can cast have both the capability to do impressive damage and the potential for utility or relevance in non-combat situations. They can travel between planes of existence, invoke environmental effects, and even mess with the laws of reality itself by manipulating gravity and time.
While they have almost no class-exclusive spells, they do have one of the most extensive spell lists in the game. Including those from additional sourcebooks such as Xanathar’s Guide to Everything, sorcerers have access to over 180 spells.
10 Power Word Pain Slows And Punishes Enemies
Sometimes an enemy needs to be stopped more than they need to be killed. Enter: Power Word Pain. This spell causes any creature below 100 hit points to suddenly be overwhelmed by severe pain. Their movement speed is reduced to 10 feet and they have disadvantage on nearly all dice rolls. This shows an adversary what the adventurers are capable of without causing them genuine harm. At the same time, it prevents the targeted foe from easily fighting back, which could buy the players some time to negotiate or come up with a plan.
Many adventuring parties have been duped by magical darkness, illusions, and other otherworldly trickery. True Seeing is a solution to all of those problems and more.
This spell grants truesight, which allows characters to identify illusions, perceive shapechangers, and see that which is invisible. It also lets the chosen target discern hidden doors and see into the Ethereal Plane. Using this spell, sorcerers can arrive at situations of dubious trust prepared for anything and everything that might be used to double-cross them.
8 Teleport Can Take Adventurers Anywhere
Teleport stands out among the variety of magically-enhanced travel options that D&D has to offer. Other spells speed up standard forms of physical travel or have a maximum range based on distance. Teleport can take characters basically anywhere, instantly. However, it is not without its limitations. The safety and efficacy of Teleport depend entirely on the caster’s familiarity with their intended destination. When returning themselves and their friends home, it’s practically guaranteed that the spell will work properly. If they’re going somewhere brand new, however, they could easily do damage to their friends and not even end up where they were trying to go.
7 Gate Is Plane Shift Deluxe
Though sorcerers can cast Plane Shift to travel between the planes of existence, Gate is an even more effective option. It offers travel to other planes as well, but casters can choose exactly where in their plane of choice it takes them. In comparison, Plane Shift only allows players to determine the general area of their arrival. Gate can also summon creatures from other planes if their name is spoken during the spell’s casting. Gate could return an ally lost in another plane or find an elusive multiplanar enemy.
6 Crown Of Stars Creates Bonus Action Attacks
Deciding what to do with one’s bonus round can sometimes be a quandary. If a player is interested in using this valuable time to attack, Crown of Stars offers an excellent setup. Crown of Stars creates seven glowing particles that circle the caster’s head.
As a bonus action, the caster may make an attack roll to use one of these lights as a projectile. This is a straightforward way to spend bonus actions on damaging attacks without expending too many sorcery points or other valuable resources.
5 Mass Polymorph Creates Chaos
Any plan involving Polymorph is destined for mayhem. Mass Polymorph merely scales up the havoc to a larger group of people. This spell transforms up to 10 beings of the caster’s choice into animals. They could all become the same animal, or the caster could make individual choices for each of them. Mass Polymorph could stop a mob from chasing the party for a time or disguise a party that’s trying to lay low. Mass Polymorph could even prove deadly if used in combination with the right spells
4 Meteor Swarm Is Destruction Incarnate
If a sorcerer is looking for the spell on their list that could do the most damage, this is the one. Meteor Swarm can do up to 40d6 damage on a failed Dexterity saving throw. It can also target any number of creatures within a 40-foot sphere. With this spell under their belt, sorcerers become weapons of mass destruction. They could near-literally rain hell down upon their enemies at any moment. The drawback with Meteor Swarm is its status as an area-based effect; fiery chunks of rock falling from the sky don’t know the difference between friend and foe.
3 Reverse Gravity Changes The Most Reliable Rule
The last thing that a fearsome monster or invading army would expect is the floor suddenly becoming the ceiling. Reverse Gravity allows sorcerers to temporarily alter the laws of reality itself. This spell could bring any battle to a screeching halt as all those involved attempt to grab onto something solid. A Dexterity saving throw to do so is the only specified way for creatures to escape the effects of Reverse Gravity. Otherwise, they become destined for the fate of impacting elevated objects and taking fall damage once the world has returned to normal.
2 Time Stop Is The Ultimate Power, Within Reason
Time Stop is another ninth-level spell of awesome power. When it is cast, time stops for everyone except the caster. They can then take up to five turns in a row without interruption. This may seem a bit overpowered, but it does come with restrictions.
Any actions that would affect another being or another being’s worn or carried belongings immediately reinstate the normal flow of time. As a result of these limits, this expansive power has specific uses. Players can move considerable distances without being stopped, or claim dropped items and begin to run off with them.
1 Psychic Scream Does Double Duty
During crucial moments a spell that accomplishes multiple goals at once is the best kind to have on hand. Psychic Scream takes that idea and runs with it. Not only does it attack a sizable number of targets, Psychic Scream lets the player choose their targets, which prevents friendly fire. Additionally, any creature who fails their Intelligence saving throw becomes stunned. For parties that are high-level enough to access this spell, it’s normal for enemies to arrive en masse. Psychic Scream’s combination of damage and stunning enables a sorcerer to take on a crowd.
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